Looks like my rotation dreams within the limits of the SPGL are toast. Looking at Alien Flux now I can at understand why everything is the way it is. Oh well, I think what I'm going to do now is just do all the rendering myself explicitly and worry about building something to speed it up later. Getting really tired of not getting anywhere.

Though I can't say I didn't learn anything this week.

edit: spelling, i blame the headache that feels like my eyeballs are trying to liberate themselves from my skull

I can rotate sprites without effort in the SPGL - you just have to remember to rotate them before you translate them, as Ch*man suggests. However, you don't want to do it like he says, because the performance (for sprites) will be utterly utterly abysmal and you'll only manage to draw a couple of hundred before it starts to judder.

Then theres something I don't understand. (an experience not wholly unfamiliar to me) How/when can you rotate using the SpriteEngine? Back when I brought this up last time you said something about just having different animations for it. Not what I'm looking for, but you seem to be hinting at what I want now.

If you had a dollar for everytime I asked a question, I know. Indulge me one more time please.

All my sprites are going to be top-down little buggers and need to face the direction they are looking in. This should be changing almost every single frame for most of the sprites, unless I design a boring combat system.

Ah, now the version of the sprite engine you've got in SPGL currently hasn't got the rotation code in it I took it out because I didn't need it as we pre-render all our sprites in rotated positions. Just let's say you'd need to perform the rotation before translation occurs in the writeSpriteToBuffer method in SpriteRenderer. In fact if you look back in some of the old cvs versions it'll still be in there.

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